(Page 2 of 4)
Finding that only marginally helpful, I followed the trail to Unfiction.com, a Web site that serves as a hub for the alternate reality gaming community. Here, players meet up on message boards to swap clues and information about the games they're playing. Unfiction.com had an entire board dedicated to the history of alternate reality games. There, I learned that the first alternate reality game was "The Beast," invented in 2001 by Microsoft to promote the Steven Spielberg movie Artificial Intelligence. The game's creators crafted a murder mystery and scattered the clues to its solution across Web sites, voicemail messages, fake ads and e-mails. Players worked together online to solve the clues and find the answer to the mystery. This collaborative model, in which players take on the roles of investigators, is the "traditional" ARG. In as much as any ARG can be considered traditional.
But I also learned that no two ARGs look the same. Some, like the LonelyGirl15 franchise (also a popular YouTube series) have "live events" in addition to their online storyline. At live events, players descend on a real location and role-play the story with hired actors. Since live events aren't scripted, players' decisions can change the outcome of the game.
Meanwhile, newer educational ARGs add interactivity to academic subjects. This is what "Ghosts" attempts to do with the collection at the Luce Center: create a communal experience in a space that's normally meant for individual reflection.
Museums exist in a strictly bounded world. There are necessary rules about how closely visitors can approach an artifact, and under what light and humidity conditions. There are even apocryphal tales of visitors being thrown out of museums because they mistook a priceless Edo-era Japanese teacup for a drink holder, or tried to tell time with an Egyptian sundial. Ghosts began with the lofty goal of narrowing the divide between observer and observed, by incorporating the interactivity possible through the Web.
2: The Story
Once I understood what ARGs are supposed to do, I was ready to join the hardcore gamers on the Ghosts thread at Unfiction.com. ARGs have multiple types of players. Some are hardcore gamers, those who solve clues and advance the storyline. Others are casual observers, who hang around on the forums and let the more experienced players handle the actual grunt work. I was of the second variety.
When Maccabee revealed his first clue, players were flummoxed by the unorthodox presentation, and many refused to believe the Smithsonian could be involved. In essence, Maccabee had hired a professional bodybuilder to crash an ARG conference in Boston, with clues tattooed (temporarily!) all over his body. Some of the players at the conference snapped pictures of the body art and posted them online, and within hours a player had traced one of the tattoos, labeled "Luce's Lover's Eye," to a matching painting that appeared in the Luce Center collection.
"I hope we shook [the players] up a bit," said Goodlander, with a mysterious smile, when I asked her about the bodybuilder bit.


Comments
wow, a year's worth of ARG education in this crash course. kdos to the museum for this complex introduction to the museum - I admire the lofty goal of making museums matter to the GenX, GenY and other GenYoung. thanks to the writer - who appears to be a decent journalist, writer and museum enthusiast.
Posted by ava jaipuria on January 3,2009 | 10:33AM
As a 71 y.o. avid museum visitor, I really appreciated learning about ARG games--had never heard of them--and their integration with "educational exposure". Thanks.
Posted by Anita Vlismas on January 25,2009 | 06:24AM